Wayfinding strategies and behaviors in large virtual worlds
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Being There: Putting Brain, Body, and World Together Again
Being There: Putting Brain, Body, and World Together Again
Applying the Locales Framework to Understanding and Designing
OZCHI '98 Proceedings of the Australasian Conference on Computer Human Interaction
Embodiments, avatars, clones and agents for multi-user, multi-sensory virtual worlds
Multimedia Systems - Special issue on multimedia and multisensory virtual worlds
"Make it through with another point of view": landmarks to wayfind in gameworld
Proceedings of the second Australasian conference on Interactive entertainment
Towards a framework for designing speech-based player interaction in multiplayer online games
Proceedings of the second Australasian conference on Interactive entertainment
Creating Emotion in Games
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Technology in place: dialogics of technology, place and self
INTERACT'05 Proceedings of the 2005 IFIP TC13 international conference on Human-Computer Interaction
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We propose that understandings of the role of space and place in everyday life are of value to designing the environment of Role Playing Games (RPGs). We compare aspects of space and place in spatial experiences while moving through terrains in physical and gameworlds. We describe innovative methods to capture egocentric experience in the physical world and themes that emerged in the data that inspired consideration of game-worlds. We speculate on the opportunities in gameworlds for interaction with the environment and other players that can strategically shape player behaviour whilst simultaneously maintaining players' agency in the emergent and ongoing authorship of place. Our perspective draws on a dialogical approach [1] to understand the many factors influencing the meaning associated with a place. We are intrigued by potential relationships between players' pragmatic, fictive stabilisation of place and aspects of concepts of self and identity.